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Friday
Aug092013

ATP LIVE! Episode 12 - TTT2 Global Championchips/FG Development

I got a lot off my chest in this episode. This week I'm joined by Rip and Rickstah to discuss the TTT2 Global Tournament followed by the modern day development of fighting games and how it relates to the future of Namco titles. Watch ATP Live! every Thursday night at 8pm PST on Twitch by following the link below. 
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Reader Comments (5)

Real, honest fighting is the best kind. Take away the freedom, and it tuns bad. Really enjoyed the show.

Friday, August 9, 2013 at 1:12 PM | Unregistered CommenterForest

Horrible episode.

Aris, you contradicted yourself on a ton of points - probably not thought out properly or articulated poorly

Stop listening to the community - but hears some our wack ass ideas
X-factor is a necessity - but comeback mechanics suck
Simplify the game- but don't take anything out


You guys are wrong about 'new player' mentality.

A competitive player base has nothing to do with how 'hard' a game is. Lazy players will never be good competitors. You are aware of the 'drive' and motivation - presentation of a game is a million times more important than how difficult it becomes at high level.

Difficulty is relative.
Presentation isn't.

Tag2 is not that new. Is has a lot of the same shit is had forever. Tag2 is an easy game, it is just simply redundant and filled with an obstacle course of defending against things that become obsolete as you progress from beginner to lower to mid levels. Redundant -> irritating -> stress -> hard.

SF4, Marvel, Injustice are 2d games that are all new, with motivation coming from their presentation - people are invested in those characters - along with their gameplay mechanics.

Competitive player base is relative to the overall player base. Soul Calibur 2 was way more popular than Tag 2 not because it was simpler. SC2 brought in for the first time guest characters - namely Link- which drew a ton of attention - eyeballs - players - and many fighters afterwards tried to use that formula. Once again, presentation. When you have both you get success. VF and DOA and a bunch of these airdashers, look like rehashed, generic, dull pieces of shit - which is why their communities will never thrive.

Saturday, August 10, 2013 at 1:04 AM | Unregistered CommenterNipton

Aris you say that you dont know if ttt2 arcade machine was in Europe check the introduction of this vidéo ,i assume it was in uk ,if we judge their accent "http://www.youtube.com/watch?v=YBALOVjIVGo",but i dont think that place is in an arcade :)

Saturday, August 10, 2013 at 2:49 AM | Unregistered CommenterFog

Thank you for that post Nipton. Would like to point out that using ONE single game in any which way or form to showcase what sells, is popular, and what isn't / doesn't work is absurd. That's really dumbing it down; you have no real samplesize to make any sort of claim and your own opinion of it is biased as fuck. Market saturation and timing, release of new console, PR, and a trillion other factors can not be ignored just to make a point. Earlier, fightinggames didn't even compete with MMORPG's and the latest COD and they were cutting edge in graphics bla bla. Do you guys ever think a fightinggame will be a major sellingpoint for a new console again honestly? You wanted a real honest fightingame Aris? What happened to you playing VF:Final showdown? Kappa

Nipton has a point about presentation.

Would just want to add further that in presentation I would say is the illusion that everyone can win. Sometimes gamedesign and presentation are almost intertwined also.

95% of bedroomchamps in SF4 probably believe they are the bomb while in Tekken what happens is someone just bdc's in their face (which both Anakin and Aris have done in actual matches against lesser players) which they most probably feel is frustrating, cheap, and "not how a fightinggame should be" when they want to duke it out up close. Cause that's how a fightinggame should be. They wanted to play a FIGHTINGGAME and pretend to be a muscular avatar of themselves; not play hide and seek with characters bobbing up and down as dildos constantly running from the action. WTF is this shit?

A game has to be somewhat -clear- to the newcomers why they're loosing in order for them not to get frustrated and for them to increase to the next level. Fightinggames have TONS to learn from other game genres and are finally waking up and smelling the coffe. In other games I get introduced slowly to mechanics and what not or my character and form a bond with him emotionally etc. Fightinggames throw you into a room and say "Here you go!". Uhm, now what? I start TT2 up; why isn't there even a description of all the characters on the screen? I would like to play a character with big moves that are strong! Why doesn't the game describe how the characters fight briefly? Am I expected to really go through 60 characters movelists to find a character to learn which character is the fast nimble type? :/


A standard online player doesn't break throws on reaction, can't kbdc x2 in a row, and most of the times develop semi-functional habits of ducking or attacking in disadvantage to compensate for it. Why? How can you play a game for 5 years and not learn this? This is a huge problem. How does the game help me? Where's my feedback? Is it the scrolling bar down before matches with awesome tips such as "Throws are good for breaking guard"? Core mechanics for the game to be played 'correct' require tedious practice and for you to learn on your own - why really? The game ignores teaching you anything. How about you just teach me which top 10 moves I should use? Look at TZ and every other forum of the world to actually find out what is interesting to new players of a character please. Why doesn't the game even teach me how to use trainingmode by examples? If you haven't been to TZ and the likes you don't even know what a bdc is. How many SF players don't know what a FADC is? I popped xfactor in Marvel; man that's cool as fuck and flashy! What the fuck is rage again? Presentation. Why doesn't the game hype it when it's that good? Also, these core mechanices being hard to do - what does it actually give to the game? Proper sidewalking in itself is rarer then fuck. So, there's something wrong with the game's design on this point also.

Fightinggames have TONS of things to learn from other gaminggenres.

Saturday, August 10, 2013 at 1:43 PM | Unregistered CommenterReality

Nipton had it right. They don't want you to "take anything away from my game" but they wan't games and companies to cut out the clutter. Huh?

Anyway, about calling JFJ a weirdo. Lol, come on guys. He's a Yoshi player, and a serious one. It takes a certain abstract, out of the box mind to make it work, especially at tourney level. So, I see that as a compliment. There ya go.

Sunday, August 11, 2013 at 12:59 AM | Unregistered CommenterCosmic Forge

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